Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Hallucinated Powerups
Hallucinated Powerups
Jun 25 2017, 1:21 am
By: Sie_Sayoka  

Jun 25 2017, 1:21 am Sie_Sayoka Post #1



I've been doing a few tests on the hallucinated powerup glitch along with Loveless. Hopefully some of my findings can help you guys. Here is a thread previously discussing the glitch. Read that for more information. And here is a list of my findings.

To do the glitch:
  • Preplace or cast a hallucinated powerup (resource powerups if casting)
  • Pick up the powerup with a worker
  • Wait until the power up expires, there is no visual confirmation
  • Create new units, through triggers, building, or hallucinations
  • Kill the worker holding the hallucinated powerup
  • The new unit should move to where the worker was killed
  • Pick up the unit with a worker


Tips:
  • Hallucinations have 135 energy, the energy decays at a rate of 5dc/energy. It is fully depleted in 675 dcs.
  • In order to pick up buildings move a burrowed drone under them.
  • In order to create new traps which are uncreatable with triggers, hallucinate them.

I think that perhaps the most practical effects would be spells as the drones can be burrowed and provide very good visual effects. There are two issues that may not be solvable. Gateways cannot be picked up and thus we cannot use swarm. The ability to change the unit index so that preplaced units can replaced the hallucinations.

Disabling and disabling/enabling seem to remove the ability for the units to be picked up, much like normal powerups.

Post has been edited 1 time(s), last time on Jun 30 2017, 7:51 am by Sie_Sayoka.



None.

Aug 6 2017, 8:08 pm Matt.- Post #2

CCSM, PCNSE7

Seems to be crashing for me, or perhaps I'm not doing it correctly.

Has anyone confirmed this still works as of 1.19.5.2529?



Latest Completed Projects:
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Aug 6 2017, 8:15 pm Matt.- Post #3

CCSM, PCNSE7

Nevermind, I figured it out. You must always create more units than hallucinated powerups, else you will crash. Still works as of 1.19.5.2529



Latest Completed Projects:
Dodge & Attack
Stacked Marine D

Oct 4 2017, 6:23 am Pauper Post #4



Unit Created Effect

Firebat Fleet Beacon Warp-in Animation; temp
Mutralisk Valkerie Exhaust Animation; temp
Dark Archon Shadow of Something Small
Halo Marine Shadow of Building Only When Facing North
Hatchery Cannot Pick-Up
Zealot x2 Marine? Death Animation; temp
Xel'naga Temple Shadow Of Mineral Field Only When Facing Northward
Nexus Shadow of Construction Only When Facing Northward
Mature Crysilis Terrain Construction; Creates Rock Doodad
Broodling Protoss Building Ruble
Lurker Shadow Of Supply Depot Construction Facing Northward

x2 Held Halo Unit After First Holding Halo Powerup

If you enter a bunker with a unit you can disable the worker while inside of the bunker/dropship. Killing the bunker/dropship will spawn whatever unit you were holding. The unit can be picked up agian.

Tested with SCV and Uraji Crystal owned by Player 1.

Post has been edited 2 time(s), last time on Oct 4 2017, 4:22 pm by Pauper.



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Oct 6 2017, 7:44 am Heinermann Post #5

SDE, BWAPI owner, hacker.

You can easily predict what will come out by comparing unit IDs and image IDs. I also made another topic on it here.




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